Hmmm...
...Engine issue, maybe? The demo is recorded in Joequake, my second run through presented the same glitch. I'll try Fitzquake later ....
The Speedrun-oriented Design ...
#33 posted by Lunaran on 2007/10/01 20:14:35
... probably harmed this map's regular gameplay. I found it pretty unfair in a few cases being spit out of an elevator with absolutely no cover to retreat to (which is okay) but also no cover to advance to (which is awful), and hellknights or fiends or something right in front of me. There was just a bendy hall leading towards the next little chamber. I found myself sort of "speedrunning" a little anyway because of that, in that I'd just run in, grab the key, and dance out, just because I didn't want to have to faff with actually killing anything because there wasn't much room to have fun doing it. :/
Er
#34 posted by inertia on 2007/10/01 22:06:43
this uses minlight? /me deletes...
Textures
#35 posted by Mikko on 2007/10/01 22:13:42
How to browse texture wads? I'm scanning through this directory, trying to find some good hitech/base textures: http://www.quaddicted.com/wads/
Oh...
#36 posted by metlslime on 2007/10/01 22:16:03
by the way spirit, could you take down jf_rubicon.wad? It's the same textures as jf1.wad but is missing the text file that has copyright info etc.
Something Wrong With Doors ?
#37 posted by Seven on 2007/10/01 23:37:40
Hi Fern. I guess its just me, because nobody posted about it before me:
I notice some strange behaviours with 2 doors so far (i didnt finish the map).
Screen 1 shows the very first door (where the double barreled shotgun is). It wount open (from both sides).
http://img229.imageshack.us/img229/6944/snap0639rl7.jpg
Screen 2 shows the silver key door (its near the first screen door): The silver key door is HALF opened (it stays in this condition when I came there). So you can easily enter the room without having the key.
http://img221.imageshack.us/img221/8631/snap0637zr0.jpg
I use Darkplaces Engine.
Beside this, I must say, that I LOVE the textures !
Try Using A Real Engine
#38 posted by Fern on 2007/10/02 00:47:02
nt
Metl - Done
#39 posted by Spirit on 2007/10/02 09:53:36
Mikko, try Wally.
Quick Comment:
#40 posted by Shambler on 2007/10/02 16:00:21
Fun for a short blast. Neatly made although I found it a bit bland in places. Gameplay is fun but generally rather easy, I think 50% extra monsters would have been welcomed. Still, it was fun. More maps please ;). I like the theme of the ending and the Quad run before it!
Leak?
#41 posted by MaTi on 2007/10/02 22:43:00
Re: Leak?
#42 posted by Fern@work on 2007/10/02 23:47:03
Yeah... that one's my fault. :P
Bland
#43 posted by nitin on 2007/10/07 09:34:26
looks wise but that's mainly due to the flat lighting. Texturing is good, actually covers up the plain brushwork to quite an extent but it needed more memorable areas visually.
Gameplay though was quite good, even though I would have preferred if it still had normal skill settings.
My Thoughts...
#44 posted by generic on 2007/10/12 13:58:12
The texture use and gameplay were quite good. The Gold Key door is quite easily passed, of course, but luckily you don't miss much by doing so. I thought the "look for this image" portion could have been more puzzling. Flat lighting, sure, but otherwise it is a good map.
Great game!
P.S. Maybe Spirit's 24-bit Sock tex would spice this one up?
Textures
#45 posted by Spirit on 2007/10/12 14:12:58
I only renamed and included the ones my map uses. This map uses a lot more and thus that pack is not of much use.
Puzzling Maps...
#46 posted by Fern on 2007/10/13 05:13:32
Are a pain in the ass (imo) and when I have the choice I prefer to spend 30 seconds frantically shooting at things rather than 30 minutes searching for the door that just opened across the level when you pressed an unmarked switch..
Anyway, I know we have different opinions about this but that's just my explanation for why the progression is so obvious. :)
I Must Ask
#47 posted by Fern on 2007/10/18 07:14:40
Did anyone find the popefish yet?
The Popefish?
#48 posted by HeadThump on 2007/10/18 07:55:16
btw, sorry for the lack of comments on your level. Usually when I'm trolling on line I'm far away from my gaming rig. I don't have much to add, though I liked the game play. It reminded me of my own Ariadat with the 'fuck with the player' style in certain places in your map that some have complained about in some earlier posts.
I don't get pissed at that sort of thing; it gives me a good chuckle when I'm outsmarted by a mapper guessing my expectations. Instant death traps are a different matter, just say no to instant death.
Popefish
#49 posted by Spirit on 2007/10/18 09:09:12
Haha, cute!
How to find it the normal way (I noclipped)?
Nice
#50 posted by PuLSaR on 2007/10/19 04:24:41
heh it's nice to see another pretty map using the great sock's egyptian textureset. but rather small. also i was blocked 3 times in a row by the first lift in a corner and a fiend. A little more space for moving would have been better imho.
nice one
Nice
#51 posted by PuLSaR on 2007/10/19 04:25:50
heh it's nice to see another pretty map using the great sock's egyptian textureset. but rather small. also i was blocked 3 times in a row by the first lift in a corner and a fiend. A little more space for moving would have been better imho.
nice one
Nice
#52 posted by PuLSaR on 2007/10/19 04:28:43
heh it's nice to see another pretty map using the great sock's egyptian textureset. but rather small. also i was blocked 3 times in a row by the first lift in a corner and a fiend. A little more space for moving would have been better imho.
nice one
If You Read Each
#53 posted by HeadThump on 2007/10/19 04:32:37
of the last three entries, you realize each is slightly different in meaning. It's like a Warhol,
man
Fucking Lags
#54 posted by PuLSaR on 2007/10/19 05:03:58
=/
Sigh
#55 posted by Fern on 2007/10/19 05:37:18
shoot all four pyramids in the first atrium.
Fine Map For Speedruns
#56 posted by Sielwolf on 2007/11/29 20:00:46
Thanks Fern, that was fun, nice chaos at the quad secret :)
It would have been even better if there were multiple routes to choose, also a little bit more space in some corridors could improve the flow, being a map made for runs (not 100%).
Looking forward to fr3nrun3.
demo:
http://shub-hub.com/files/demos_singleplayer/fr3nrun2_sw219.7z
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